feat(ui): AcDream.UI.Abstractions layer — IPanel / IPanelRenderer / VitalsVM
Adds the backend-agnostic UI contract layer called for by the 2026-04-24
staged UI strategy (docs/plans/2026-04-24-ui-framework.md). This is the
stable layer both the Phase D.2a Hexa.NET.ImGui backend and the later
D.2b custom retail-look backend implement.
New module `src/AcDream.UI.Abstractions/`:
* IPanel — a drawable panel (id/title/visible/Render)
* IPanelHost — owns the panel list, drives per-frame dispatch
* IPanelRenderer — drawing primitives (Begin/End/Text/SameLine/
Separator/ProgressBar). Kept small + retail-friendly
on purpose — if a widget can't be expressed with
dat-sourced sprites+fonts later, don't add it here.
* ICommandBus — user-intent publisher; NullCommandBus is D.2a default
* PanelContext — per-frame record struct (DeltaSeconds + Commands)
* Panels/Vitals/
VitalsVM — reads CombatState.GetHealthPercent for the local
player. Stamina/Mana return null in D.2a; they await
a LocalPlayerState cache of PlayerDescription (0x0013)
which is filed as a follow-up issue.
VitalsPanel — first real panel. HP bar always drawn; Stam/Mana
appear automatically when the VM returns non-null.
Invariant documented in IPanel's XML doc: no `using Hexa.NET.ImGui` in
panel files, ever. If a widget needs something IPanelRenderer can't
express, the interface grows; panels never reach through.
References AcDream.Core for CombatState. Zero runtime/UI dependencies
— this project compiles headless, perfect for unit testing the
ViewModels.
No visible change yet. Next commits: (2) tests, (3) ImGui backend,
(4) GameWindow hookup + visible panel behind ACDREAM_DEVTOOLS=1.
This commit is contained in:
parent
b9455259f0
commit
8c64ad2eeb
10 changed files with 333 additions and 0 deletions
15
src/AcDream.UI.Abstractions/PanelContext.cs
Normal file
15
src/AcDream.UI.Abstractions/PanelContext.cs
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
namespace AcDream.UI.Abstractions;
|
||||
|
||||
/// <summary>
|
||||
/// Per-frame context passed to each <see cref="IPanel.Render"/> call.
|
||||
/// Struct + record for zero-allocation per frame. Add fields here as new
|
||||
/// capabilities become panel-facing — e.g. a future <c>IGameState</c>
|
||||
/// handle once we need richer data than individual ViewModels can carry.
|
||||
///
|
||||
/// <para>
|
||||
/// Carried by value; cheap. Passed per-render; do not cache across frames.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public readonly record struct PanelContext(
|
||||
float DeltaSeconds,
|
||||
ICommandBus Commands);
|
||||
Loading…
Add table
Add a link
Reference in a new issue